Absolutely, that situation makes up at least 50% of my gameplay. But I was talking about the TTK on its own, not really its other factors. I would’ve said something like that myself otherwise.
I want to see him compare the AR. Giving it a headshot bonus was a mistake, and the range it has is bonkers.
If you and I went to The Pit on Halo 3, reach or 4, both stood on each sniper tower, and tried to crossmap each other with the AR, we would run out of Ammo before someone died.
Yet in infinite that distance is easily doable, add that plus whole teams spraying crossmap, and I am getting shredded. (Still going averages of 22-12 and getting plenty of triple/quad kills)
Playing ranked with just BR feels great and like classic Halo, regular arena is a mess right now.
Shields negate headshot bonus damage, there’s even an in-game tip that states this.
Yet you ignored how ridiculous the range on it is. It should not be a cross map ranged weapon.
Because I don’t disagree with that point.
Well until they nerf the range of course the TTK feels way to fast, because shields are getting shredded and everyone is spray N’ praying across the map.
TTK feels great in BR ranked, it’s a mess in arena.
TTK on me feels super fast. TTK when I shoot people in the head feels extremally slow. I’m actually starting to wonder if there is a bug causing crosshairs to not be aliened where the weapon actually shoots.
I think the shield recharge time and grenade blast radius are noticeable. It is easy to keep someone on low health for extended periods of time. I think it’s a meta that we will need to get used to, for now the game is fun enough that I don’t get too annoyed by these things.
TTK feels ok to me but the AR does seem a bit OP still.
I don’t mind it because at least we have decent starting weapons in both quickplay and ranked this time but that AR absolutely shreds.
There are actually a few aiming bugs. If you’re on PC at least, sometimes your AA will bug out and you will lose it for entire games/sessions, or have that crazy aim bug that throws your controller entirely off target every time you are off the opponent. I’ve heard it can happen if you press enter at the load screen on your keyboard and not on your controller.
Also, go to infinites properties in your game library, going to controller, and putting “override for halo infinite” to “disable steam input”. This really made a big difference for me. The AA is still bad, doesn’t allow for enough precision when hitting a strafing opponent from short ranges or mid ranges, but that is a game design issue in my opinion. Instantaneous strafes with high base movement speed and very weak AA will cause frustration.
The TTK is A lot faster thanks to hitscan and almost no spread ( weapons can crossmap farily easiliy easpacially with a mouse ) and strafing is devalued a lot as a tool in battles ( its less effective then it used to be ). in casual modes you spawn with AR and mangum wich bouth have a very high TTK .
Yeah I like that the AR feels useful but I think it needs a lot more spread, so it’s less effective at range. It should be useful up close, that way it has a strong purpose and isn’t a throwaway weapon, but the range it has makes it very easy to get killed in a 2v1 and makes using ranged weapons strategically less viable on small maps.
Yeah I think that’s why TTK feels too short, not because it is for all weapons but because the AR’s TTK is short, and it has very good range in this game. I like that the AR competes in close range, it’s a machine gun it should be better than a rifle up close, but it’s range makes 2v1s and getting melted really easy.
I think 343 needs to make the spread much greater on the AR, so it’s harder to hit with especially from a distance.
Yeah I totally agree with this; I don’t like having no radar so ranked isn’t my favorite, but friendly fire and the lack of ARs has made it actually preferable for me.
I do like that the AR can contend with the BR in close range, cause I feel like you should have to be strategic with the BR and use it from a distance to get the advantage, but the AR feels like it has almost as much range as the BR does. And because of that, the 2v1s and getting melted like ice is super common.
I think they need to turn the spread way up on the AR so it is less effective at a distance and harder to land shots with.
yes the TTK feels so fast because of the AR and Sidekick. Both should get a little nerf imho.
I never change the AR for another weapon on the map, because it’s too good. This is sad for the other weapons on the map and kind of lower their value (besides Sniper and Spanker)
Yeah I agree about the AR range.
Feels too easy to use at range which makes it feel a bit too OP.
Yeah, I think their damage could even be kept if it just had more falloff, so that the AR is only so strong in close quarters, and the magnum could just be slightly less range. I do like that they aren’t total throwaway weapons, but they are making the game frustrating I think.
Cause right now the combination of small radar, no friendly fire, long shield recharge delay, and the very strong AR/pistol at such long ranges means it’s almost impossible to survive encounters. Even if you get into a 1v1 and survive, you’re almost always gonna get killed by someone else.